Tweak RPG/Skills

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Contents

[edit] Table of Contents

  • Skill Use

[edit] Under Construction

This section is under construction. Until it is finished, please refere to the D20 3.5 SRD and the Players Handbook for anything not covered here.


[edit] Gaining Skills

Skills represent the more mundane abilities and knowledge of your character. As your character advances in level they can improve their skills and learn new ones.

Starting at level 1, your character will earn a number of skill points based on his or her character class. These points may be spent to purchase ranks in any skill. You may put these points into any skill: however no skill may have a rank higher than the character’s hit dice. For example, a level two fighter with an intelligence of 12 has a total of six skill points. These can be spent in any number of skills, but no skill may have more than two ranks. This means they could have six skills at rank two, or twelve skills at rank one, or any variation in between.

Some racial and class templates, and feats may offer skill bonuses. These bonuses do not count against the ranks that you may purchase. With the GM's approval, you may also choose a few skills to apply additional "racial" or "specialization" bonuses to (i.e. purchase bonuses by spending CP). The nature of these bonuses and how many are permitted will be at the GM's descretion.

[edit] Class Skills

Every class has a number of skills that are designated as class skills. These are skills that are valuable to the class and are used often in the course of living day to day life as a member of that class.

When using skills, your character gains a +3 bonus to any class skill that you put ranks into.

If your character is a member of more than one class, then he or she has the class skills for each of those classes. If the character has more than one class that grants the same class skill, he or she still only receives a +3 bonus to that skill.

Cross Class skills, or skills that are not a class skill for your character, are treated as normal skills and receive no class bonus.

[edit] Skill Checks

Skills can be used in many ways, but the most common way is what is called a skill check.

A common skill check may go as follows:

Player:  "I want to search the room for any treasure."
GM: "Ok, make a search check.  There is no hurry at the moment, so the roll is at a plus two."
 
The player rolls and get a total of 16.

GM: "You found an old dirty sock.  You almost toss it aside, when you realize it has two gold coins in it."


You probably get the picture. Now I will explain how this all works.

Each skill has a rank, an ability modifier, and various other miscellaneous modifiers from feats, the situation, etcetera.

To make a skill check, you will roll 1d20 then add the ranks you have in the skill, plus the modifier from your ability score, plus any other modifiers that may be involved.

 Skill Roll = 1d20 + Skill Ranks + Ability Mod + Class Mod + Misc Mod


For example, a level 3 fighter is trying to scale a temple wall.


Johan is a Level 3 fighter with an 18 in strength. He has put max ranks in his climb skills. Because he is a fighter, climb is a class skill. He is also using a special pair of climbing boots that he got from the strange shop in town. These boots give him a +2 circumstance bonus to the roll.

So, here it is in direct numbers:


1d20 + 3 (ranks) + 4 (str) +3 (class) +2 (boots)

For a total of:

1d20 + 12


Once Johan is into the temple, he searches around and finds a strange book. He takes a look at it to try to identify it. He has an intelligence of 12, and has put 2 ranks into knowledge(Arcana) because "You never know what you might find in a Dungeon." Always a good reason to take a skill, right?

This is not a class skill, so there is no class bonus, so the roll is:

1d20 + 2 + 1 (or 1d20+3)

He has a friend in town that he can take it too to ask questions. He is clueless.


[edit]

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